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Messages - Miragos

Pages: 1 2 3 [4]
61
Graphics / Re: Help Request: Spriting a MC style Ice Mirror.
« on: January 10, 2010, 12:56:17 am »
Without the edit of the glass the perspective of the frame looks worse.
Moreover I would suggest to make the mirror smaller (32x32 pixels) because like this he is bigger than the walls and this looks odd. That's why the perspective looks that worse.

62
Graphics / Re: Help Request: Spriting a MC style Ice Mirror.
« on: January 09, 2010, 11:49:41 pm »
Yes, the mirror looks awesome, but the perspective does not work.
I tried to fix the shadow and the perspective. However the sprite can be improved a lot.

63
Graphics / Re: MC styled Dodongo
« on: January 07, 2010, 11:45:35 pm »
Yes, as I said I will try to fix the facing up sprites. In MC the black outlines are mostly used at the top of NPCs. So there is no problem with them. And if you mean the head. I used the MC Gleeok head as template for the sprites and massively edited and recolored them, but the black outlines also were used at the original.

64
MC & FS / Re: Both a Request for Tiles and for A Recolor.
« on: January 06, 2010, 03:20:28 am »
Actually the size of the ALTTP sprites is nearly the same as of the MC sprites. And this is not ALttP style. Just google "A Link to the Past". This is the first image result I get:
http://ian-albert.com/misc/gamemaps/zelda3/full/light_world-1.png
THIS is the LttP style.  ;)

65
MC & FS / Re: Both a Request for Tiles and for A Recolor.
« on: January 06, 2010, 02:37:35 am »
In my opinion the style you're using doesn't fit with the MC NPCs. You're using GB-like tiles. So Link is too big. Maybe it would look better if you used ALttP tiles.

66
Graphics / Re: MC styled Dodongo
« on: January 06, 2010, 12:18:05 am »

One issue I can see in your sprites are the back legs (all directions except down) because they don't move at all when he walks.

On the side views, the curvature of the visible legs seems very round, and I think they could stand to be a little sharper, and maybe even a little closer to the body. On the up and down views, downwards especially, the front legs look sharper anglewise than in the side view, and the back legs are pretty much underneath him, making it look like he's dragging his back end around with large, muscular forearms. This doesn't seem to match the side view, where all four legs appear to be roughly the same length.

So, I would say to make an attempt to find a happy medium between the leg lengths in the vertical views, and to make the leg joints sharper in side view.

It's very impressive so far, by the way. Good job.

Thanks  you.  :o 
This statement helps me really a lot.
I will work them a little bit over in the next few days.

67
Graphics / Re: MC styled Dodongo
« on: January 05, 2010, 01:17:31 am »
Sure. You can use them. But this is version 1.0, so I will improve them until they are perfect.  ;)
In my opinion the facing up sprites were the most difficult, because of the perspective. My biggest problem was that there are no enemies of this size in MC. Every enemy being that big is his size high, so the upper part doesn't touch the ground. In the case of the Dodongo he does. So I had big problems with the perspective of the enemy, although I have a lot of experience in MC style spriting. I will try to improve the facing up sprites. At the moment they look a little bit like the Dodongo would climb a wall.  XD

 

68
Graphics / MC styled Dodongo
« on: January 04, 2010, 11:08:31 pm »
After hours of work I finally finished a MC styled Dodongo:


But it's not perfect yet. Do you have suggestions what I could improve?

...and yes, I used the MC Gleeok sprite as template for his head.  XD

Edit: I doubled the size of the image, so you can see them better.


69
MC & FS / Re: [Request] Deku Baba Edit, MC style
« on: December 06, 2009, 07:46:24 pm »
These sprites look not bad, but they don't look like they are in MC style...
They look like some Mario sprites...
These are my Deku Baba sprites:


But they are not perfect. Somethig seems to be wrong with the facing up and down sprites...

70
Recruitment / Re: Legend of Zelda: Oracle of Mysteries
« on: November 11, 2009, 08:09:42 pm »
Your website does not work.

Edit: I found the problem:
Your link was "http://www.oracleofmystery.webs.com./", but actually it is
"http://www.oracleofmystery.webs.com/" ;)

71
Recruitment / Re: Legend of Zelda: Oracle of Mysteries
« on: November 11, 2009, 07:54:05 pm »
Maybe I could help you a little bit with spriting since you already used my MC-style desert tilesheet   XD
By the way:
Make sure you give credits to
-Miragos (me) for editing, recoloring stuff, creating custom tiles and making the tilesheet you are using
-TLoZPoP for the general desert stuff he posted here: http://www.zfgc.com/forum/index.php?topic=26523.0
-Joe123 for his DoR-Tileset desert update (I recolored some tiles of this tilesheet)

72
Coding / Re: Problems with collision
« on: October 24, 2009, 11:15:01 pm »
Thank you. This helped me a lot.

But I don't understand how to  get the collision to work.
At the moment my code looks like this:
Code: [Select]
with(objOkt) if place_meeting(objOkt.x,objOkt.y,InvisibleWall || objBush || objRock || objPot || objInvisibleWall || NoEnemy || NoEnemyKlein || objTree || objPalmTree || objHouse || objFountin || objLink )==true {speed=0}
with(objOkt) if place_meeting(objOkt.x,objOkt.y,objLinkSword)==true {OKTOH -= 1}

I think nothing I added was necessary, but I wanted to try these things...

PS: NoEnemyKlein means NoEnemySmall, but "klein" is german  XD.



73
Coding / Re: Problems with collision
« on: October 24, 2009, 02:32:59 am »
Can anybody help, please?

74
Coding / Re: Problems with collision
« on: October 19, 2009, 11:06:28 pm »
(Sorry for not replying, but I was on vacation... :-[)

object: objOkt


CREATE

Code: [Select]

alarm[0]=60
alarm[1]=40
alarm[2]=30
OKTOH=2
image_speed=0.5


ALARM 0

Code: [Select]
switch floor(random(6)){ //Pick a random number, make it an integer, and see what it is
case 0:
 direction=0 //Right
 sprite_index=OktR
 image_speed=0.1
 speed=floor(2)
 break;
case 1:
 direction=90 //Up
 sprite_index=OktU
 image_speed=0.1
 speed=floor(2)
break;
case 2:
 direction=180 //Left
 sprite_index=OktL
 image_speed=0.1
 speed=floor(2)
break;
case 3:
 direction=270 //Down
 sprite_index=OktD
 image_speed=0.1
 speed=floor(2)
break;
case 4:
 a=instance_create(x,y,objOKTE);
a.direction=direction
a.speed=4
if direction = 0 //Right
{
sprite_index=OktER
}
if direction = 90 //Up
{
sprite_index=OktEU
}
if direction = 180 //Left
{
sprite_index=OktEL
}
if direction = 270 //Down
{
sprite_index=OktED
}
image_speed=0.05
speed=floor(0)
speed=0
 break;
case 5:
 a=instance_create(x,y,objOKTE);
a.direction=direction
a.speed=4
if direction = 0 //Right
{
sprite_index=OktER
}
if direction = 90 //Up
{
sprite_index=OktEU
}
if direction = 180 //Left
{
sprite_index=OktEL
}
if direction = 270 //Down
{
sprite_index=OktED
}
image_speed=0.05
speed=floor(0)
break;
}
  
//Set the speed
speed=floor(random(2)) //Could also be zero, as sometimes the octorocs stop.
//Reset the alarm
alarm[0]=30+random(30)


ALARM 1
Code: [Select]
dif = abs(direction-point_direction(self.x,self.y,objLink.x,objLink.y))
if dif<5 {
a=instance_create(x,y,objOKTE);
a.direction=direction
a.speed=4
speed=0
if direction = 0 //Right
{
sprite_index=OktER
}
if direction = 90 //Up
{
sprite_index=OktEU
}
if direction = 180 //Left
{
sprite_index=OktEL
}
if direction = 270 //Down
{
sprite_index=OktED
}
image_speed=0.05
}
alarm[1]=45+random(45)


ALARM 2

Code: [Select]
if not instance_exists(self)
{
instance_destroy()
instance_create(x,y,objonerupee)
}
(^I know that this is awful and does not work  XD)


STEP

Code: [Select]
if position_meeting(x,y,InvisibleWall or objBush or objRock or objPot or objInvisibleWall or NoEnemy or NoEnemyKlein or objTree or objPalmTree or objHouse or objFountin or objLink ) {speed=0}
if OKTOH <= 0
{ instance_destroy()}
if position_meeting(x,y,objLinkSword) {OKTOH -= 1}

-the movement of the Octorok does not work perfect
-the HP of the Octorok (OKTOH) don't work
-the collision does not work  :-\


75
Coding / Re: Problems with collision
« on: September 15, 2009, 11:56:17 pm »
I just want to create an octorok first and I have no collision code. So it's unnecassary
to post my  enemy code (it's just a collection of a few enemy codes posted here and I edited it a little bit ).

If you are having problems than I am guessing you are using paths for the movements? I don't know of any solutions for that.

You could instead use timelines. Let's say you want an enemy to patrol along a line then you would need a timeline with two moments. One for walking left and one for walking right. When moving right you can add a condition to check if the end of the line has been reached (x => 100). If so then timeline_position += some value to set it up for moving left. Else timeline_position -= 1 so you will move right again during the next step.

Anyway. I use a script during each step with the speed (ex: 7) and direction of the character as input. The actual movement speed needs to be 0 beforehand. What the script does is create one big loop that repeat the following process equal to roof(speed). In this case 7. The distance between start and destination is cut up in pixels. You start at the beginning and check if moving one pixel has a collision with a solid object (I suggest grouping the solid objects together through a parent). If so then end the loop. If not then you let the loop continue and check for another pixel. If no objects are met you move.

This is the simplified concept. I've got an example on this site somewhere (of the collision script) but I don't want to be late for work so that's for another time.

Thanks. That's very useful, but I'm a GML noob and don't know for example how to insert timelines in your GML enemy script...   :-[


76
Coding / Problems with collision
« on: September 14, 2009, 10:39:47 pm »
I'm a GM newbie and I have a big problem with enemy collision.
Can someone make an example or explain how you can script it, please?
At the moment my enemys go through everything... XD


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